local mType = Game.createMonsterType("Dragon Lord")
local monster = {}

monster.description = "a dragon lord"
monster.experience = 2100
monster.outfit = {
	lookType = 39,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.raceId = 39
monster.Bestiary = {
	class = "Dragon",
	race = BESTY_RACE_DRAGON,
	toKill = 1000,
	FirstUnlock = 50,
	SecondUnlock = 500,
	CharmsPoints = 25,
	Stars = 3,
	Occurrence = 0,
	Locations = "Ankrahmun Dragon Lairs, Banshee Quest final room (level 60+ to open the door), \z
		Deeper Cyclopolis past the Dragon Spawn (level 30+ to open the door), Draconia, Edron Dragon Lair, \z
		Fibula Dungeon (level 50+ to open the door), Maze of Lost Souls (level 30+ to open the door), \z
		Pits of Inferno Dragon Lair, Dragon Lord hole in Plains of Havoc, Carlin Dragon Lair, \z
		Thais Dragon Lair, Goroma Dragon Lairs, Hot Spot, Venore Dragon Lair, Arena and Zoo Quarter (Yalahar), \z
		beneath Fenrock, Darashia Dragon Lair, Razzachai, Dragonblaze Peaks, Ferumbras Citadel, \z
		Fury Dungeon, Lower Spike, Krailos Steppe."
	}

monster.health = 1900
monster.maxHealth = 1900
monster.race = "blood"
monster.corpse = 5984
monster.speed = 100
monster.manaCost = 0

monster.changeTarget = {
	interval = 4000,
	chance = 10
}

monster.strategiesTarget = {
	nearest = 70,
	health = 10,
	damage = 10,
	random = 10,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = false,
	illusionable = true,
	canPushItems = true,
	canPushCreatures = true,
	staticAttackChance = 80,
	targetDistance = 1,
	runHealth = 300,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = true,
	canWalkOnFire = true,
	canWalkOnPoison = true
}

monster.light = {
	level = 0,
	color = 0
}

monster.voices = {
	interval = 5000,
	chance = 10,
	{text = "ZCHHHHHHH", yell = true},
	{text = "YOU WILL BURN!", yell = true}
}

monster.loot = {
	{id = 2842, chance = 9000}, -- book
	{name = "golden mug", chance = 3190},
	{name = "small sapphire", chance = 5300},
	{name = "gold coin", chance = 33750, maxCount = 100},
	{name = "gold coin", chance = 33750, maxCount = 100},
	{name = "gold coin", chance = 33750, maxCount = 45},
	{id = 3051, chance = 5250}, -- energy ring
	{name = "life crystal", chance = 680},
	{name = "fire sword", chance = 290},
	{name = "strange helmet", chance = 360},
	{name = "dragon scale mail", chance = 170},
	{name = "royal helmet", chance = 280},
	{name = "tower shield", chance = 250},
	{name = "power bolt", chance = 6700, maxCount = 7},
	{name = "dragon ham", chance = 80000, maxCount = 5},
	{name = "green mushroom", chance = 12000},
	{name = "red dragon scale", chance = 1920},
	{name = "red dragon leather", chance = 1040},
	{name = "royal spear", chance = 8800, maxCount = 3},
	{name = "dragon lord trophy", chance = 80},
	{name = "dragon slayer", chance = 100},
	{name = "strong health potion", chance = 970}
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -230},
	{name ="combat", interval = 2000, chance = 30, type = COMBAT_FIREDAMAGE, minDamage = -100, maxDamage = -220, range = 7, radius = 4, shootEffect = CONST_ANI_FIRE, effect = CONST_ME_FIREAREA, target = true},
	{name ="firefield", interval = 2000, chance = 10, range = 7, radius = 4, shootEffect = CONST_ANI_FIRE, target = true},
	{name ="combat", interval = 2000, chance = 22, type = COMBAT_FIREDAMAGE, minDamage = -150, maxDamage = -270, length = 8, spread = 3, effect = CONST_ME_FIREAREA, target = false}
}

monster.defenses = {
	defense = 34,
	armor = 34,
	{name ="combat", interval = 2000, chance = 15, type = COMBAT_HEALING, minDamage = 57, maxDamage = 93, effect = CONST_ME_MAGIC_BLUE, target = false}
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 0},
	{type = COMBAT_ENERGYDAMAGE, percent = 20},
	{type = COMBAT_EARTHDAMAGE, percent = 80},
	{type = COMBAT_FIREDAMAGE, percent = 100},
	{type = COMBAT_LIFEDRAIN, percent = 0},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = -10},
	{type = COMBAT_HOLYDAMAGE , percent = 0},
	{type = COMBAT_DEATHDAMAGE , percent = 0}
}

monster.immunities = {
	{type = "paralyze", condition = true},
	{type = "outfit", condition = false},
	{type = "invisible", condition = true},
	{type = "bleed", condition = false}
}

mType:register(monster)
